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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others

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The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.

This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis

Description:

Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.

Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.

The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.

The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.

The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.

Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.

Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.

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International bettors back Haaland’s Norway to beat England in World Cup Quarter Final Clash

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Kaizen Gaming shares Betano users’ predictions on teams heading to the World Cup semi-finals

As the World Cup moves into the last eight stage, Kaizen Gaming unveils exclusive proprietary data from its Betano platform, which reveals Argentina, Norway, Spain and France as the most backed teams by users globally to progress into the semi-finals.

Predicting the teams to qualify to the semi-finals (selections from the “To Qualify” market):

  • Norway backed by 75% of users to qualify over England
  • Argentina favoured by 80% of users to win over Switzerland
  • Spain narrowly predicted to come out on top over Belgium with 55% of users’ bets
  • France has been selected by 67% of users to pass through Morocco

 

With regards to two of the biggest surprises of the tournament this far, Brazil’s defeat to Norway and Germany’s elimination by Paraguay, it seems that for Betano users the shock wasn’t that big. In fact, 42% of users had seen Paraguay’s qualification coming, and 45% had predicted Norway getting through Brazil to reach the quarterfinals.

*The data shared has been extracted on the morning of July 8, 2026 from across 18 markets, excluding the UK. The international data sources may vary according to betting option availability per market. 

The post International bettors back Haaland’s Norway to beat England in World Cup Quarter Final Clash appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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PG Soft names Hugo Baungartner as General Manager LatAm

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PG Soft, a world-class digital mobile games company, has appointed Hugo Baungartner as General Manager LatAm to accelerate its continued success across the region. Baungartner will be responsible for driving PG Soft’s commercial expansion across Latin America, while leading the games provider’s strategy in Brazil where it has already captured a significant share of the market. Brazil continues to enjoy strong growth and is entering a pivotal phase in the regulation of its gaming sector, with the latest election on the horizon. With over 29 years in technology and gaming, Baungartner has previously held leadership roles at Grupo Aposta Ganha, RCT Gaming,  Prohards and most recently Esportes Gaming Brasil.

During his time in the industry, Baungartner has built an extensive network across Latin America’s regulatory landscape, forging strong relationships with key regulators, industry associations and public bodies, including Brazil’s Secretariat of Prizes and Betting (SPA/MF), the Federal Revenue Service, and COAF, as well as Mexico’s Dirección General de Juegos y Sorteos and AIEJA (the Mexican Gaming Association).

PG Soft’s continued support of major regional events, including its sponsorship of BiS SiGMA South America earlier this year  in São Paulo, further highlights the company’s long-term commitment to Brazil and the wider Latin American market.

Hugo Baungartner, General Manager LatAm at PG Soft, commented: “PG Soft’s brand needs no introduction in Latin America thanks to its extensive portfolio of world-class, mobile-first games that resonate strongly with players. The company is only just getting started in the region, and I look forward to building on its success in Brazil while expanding PG Soft’s presence across regulated markets throughout Latin America.”

The post PG Soft names Hugo Baungartner as General Manager LatAm appeared first on Americas iGaming & Sports Betting News.

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BC.GAME signs Guillermo Ochoa to support Mexico growth strategy

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  • Partnership supports BC.GAME’s continued investment in the regulated Mexican market

  • Ochoa will front football-led brand activity, local promotions and fan engagement for BCGAME.mx

  • Agreement comes during a landmark summer for football across Mexico, the United States and Canada

BC.GAME has announced the signing of Mexican football legend Guillermo “Memo” Ochoa as brand ambassador, as the global online entertainment platform continues to build its presence in Mexico through BCGAME.mx.

The partnership represents a significant step in BC.GAME’s localised growth strategy, with Ochoa set to support football-led brand communications, promotions and fan engagement activity designed specifically for Mexican audiences.

As one of the most recognisable figures in Mexican football, Ochoa brings strong local credibility and international profile to BC.GAME at a time when football culture in Mexico is attracting heightened global attention.

For BC.GAME, the agreement is intended to strengthen brand awareness and trust around BCGAME.mx, its licensed platform for the Mexican market, while supporting the company’s wider strategy of building closer connections with users in regulated markets through sport, esports and entertainment partnerships.

Kar Kheng Giam, CEO of BC.GAME, said: “Mexico is an important market for BC.GAME, and localisation is central to how we build meaningful relationships with users.

“Guillermo Ochoa is more than an outstanding goalkeeper. He is a figure who genuinely connects with Mexican football fans across generations, and that makes him an ideal ambassador for BCGAME.mx.

“As we continue to invest in our platform for the Mexican market, we want to work with partners who understand the culture, passion and community around football. Ochoa’s profile, professionalism and connection with fans make him a natural fit for BC.GAME.”

Known to fans as “Memo”, Ochoa has been one of the defining Mexican footballers of his generation. His long-standing role with the national team, standout performances in major international tournaments and club career across Mexico and Europe have made him a familiar name to football fans around the world.

Through the partnership, Ochoa will appear across BC.GAME’s Mexican market activity, including football-themed content, localised promotions and fan engagement campaigns for BCGAME.mx.

Guillermo Ochoa said: “I am very happy to partner with BC.GAME at such a special time for Mexican football.

“Football has always been about passion, community and shared experiences. I look forward to working with BC.GAME and BCGAME.mx to connect with fans in new ways.”

The signing adds to BC.GAME’s growing sports entertainment strategy, which has seen the brand expand its presence through football, esports and wider entertainment partnerships.

BC.GAME continues to develop its brand in markets where it is permitted to operate, with responsible gaming remaining an important part of its platform experience.

The post BC.GAME signs Guillermo Ochoa to support Mexico growth strategy appeared first on Americas iGaming & Sports Betting News.

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